Skipped 41.15 on GOG, but here's the log for completeness:
Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten.
NEW
Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse.
- Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe
- Eliminates the odd turning arc while transitioning to strafe.
- Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
- Reduces the amount the character jumps while transitioning from strafeSneak to said states.
- Implemented SFX for lower impact car collisions
- Added falling-zombie state.
- Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts.
- Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
- Added state transition from lunge to falling for zombies.
- Added climb over fence transition to falling (when there's no floor on the other side).
- Added Height map texture for puddles. This texture should increase performance when drawing puddles.
- Added Logs/ZombieSpawn.txt to record zombie spawns. Should record zombies spawning inside of buildings, not so much outside.
BALANCE
- Toned down zombies and zombie spawns a little in Survivor (formerly Brawler)
- Reduced the delay after climbing through a window or over a fence before the player can move.
- temporarily disabled body temperature change to help people survive winter
- Made hit detection on body parts on downed zombies a little tad more generous
- Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler)
ANIM AND MODEL CHANGES
-tweaked several turn anims
-reversed mccoy van logo
FIXES
- Fixed shoving the first zombie within range, rather than the closest zombie within range.
- Fixed incorrect path to Ambient Piano
- Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
- Fixed zombification from tree scratches.
- Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
- Fixed "Random" button in the Customize Character screen resetting the player's profession.
- Fixed molotovs and broken weapons not being removed from the player's hands.
- Fixed item icons on the ground being twice normal size when "Double sized textures" = No.
- Fixed issues saving the player to the vehicles.db database.
- Fixed unicode filenames are not supported by animation/model importer.
- Fixed not being able to open/close windows via the context menu when the player is already standing at the exact
center of the square.
- Stopped zombies dragging down a god-mode player to their death.
- Lowered outside passenger positions of SportsCar (fixes a camera glitch).
- Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid).
- Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D.
- Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
i.e dual-core with hyperthreading, or quad-core without hyperthreading.
- Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc). Anything with a capital I.
- Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen.
- Fixed issues attacking while in a vehicle (infinite ammo, can't shove).
- Try to fix exceptions in ClimbThroughWindowState. Don't store IsoWindow or IsoGridSquare in StateMachineParams since
they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
- Fixed lua error in DebugChunkStateUI
- Fixed displaying LMENU as LALT. Display RMENU as RALT.
- Fixed clearing a keybind displays it with no name instead of NONE.
- Fixed some weirdness in the fastforward cancel when near zombies.
- Fixed items floating off the ground when dropped from inside a vehicle.
- Fixed multiplying generators after using "Equip in both hands".
- Set generator ConditionMax=100.
- Set some vehicle part ConditionMax=100.
- Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.
- Fixed Bare Hands not being counted as a favorite weapon, except when stomping.
- Fixed "Untie Hair" option being available for already-untied hair after loading a game.
- Fixed player not dying properly after falling.
41.16
Should fix a lot of 'crash on loading into game' issues!
- Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game.
- Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported)
- Added options for transparency / visibility of iso cursor for combat.
- Render thread will now throw out better error messages for diagnosing future problems.
- Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed).
This happened when bCloseKill=true but CriticalHit=false.
- A zombie dies as soon as it is jaw-stabbed, not after falling to the ground.
The KnifeDeath animation is played in the falldown state, not the hitreaction state.
The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling.
- Fixed zombie number issue on Survival
- Fixed pathfinding failing when moving on the same square when that square is blocked in all directions.
This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent().
https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/